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Tactical Squad Hvy weapons

 Post subject: Tactical Squad Hvy weapons
PostPosted: Sat Oct 13, 2007 7:19 pm 
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Do you actually use the Heavy weapons figure to get the Heavy weapons attack value?
I've been an avid 1 to 1 scale gamer most of the time. I have this "thing" for representing the actual weapons if you get their value. So my question is this; do you count the heavy weapons vaues for Space Marine squads that don't phsically have one represented? The rules say nothing about it, but I'm sure you get the value if you have one or not...
Whats your view?

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 Post subject: Tactical Squad Hvy weapons
PostPosted: Sat Oct 13, 2007 7:45 pm 
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Myself, I prefer being a 1:1 gamer too.

So each of my devestator bases has two missile launchers, and each tactical base has one missile launcher.

However, plenty of people use less than this (Ie: 1 launcher on a devestator base and none on a tac base).


I think Jervis discusses what's acceptable in the 'counts as' section.





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 Post subject: Tactical Squad Hvy weapons
PostPosted: Sat Oct 13, 2007 9:59 pm 
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(jb1 @ Oct. 13 2007,14:19)
QUOTE
Do you actually use the Heavy weapons figure to get the Heavy weapons attack value?
I've been an avid 1 to 1 scale gamer most of the time. I have this "thing" for representing the actual weapons if you get their value. So my question is this; do you count the heavy weapons vaues for Space Marine squads that don't phsically have one represented? The rules say nothing about it, but I'm sure you get the value if you have one or not...
Whats your view?

If it's in the stats it should be on the model in my opinion.  It makes for some fun conversions sometimes (plasma guns on a Demolisher and heavy bolter sponsons on a Baneblade come to mind...)

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 Post subject: Tactical Squad Hvy weapons
PostPosted: Sun Oct 14, 2007 12:41 am 
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If I was making my army today, I would certainly follow the conventions of the current rules.  However, I made my army years ago, when tactical squads didn't have missile launchers, so I play with 0 on tac squads, 1 on dev squads.  It makes baby Jesus cry, but somehow the game plays the same way.  

 Also, some of my titans don't have the right weapons!

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 Post subject: Tactical Squad Hvy weapons
PostPosted: Sun Oct 14, 2007 1:32 am 
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The heavy weapons I'm making only have 1 missle launcher (short supply) my tacs will have no launcher. My heavy weapons will have the long style bases as my assault troops also. But my tacts will be on the 'ol school bases.

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 Post subject: Tactical Squad Hvy weapons
PostPosted: Sun Oct 14, 2007 1:53 am 
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(Pariah Press @ Oct. 13 2007,23:41)
QUOTE
If I was making my army today, I would certainly follow the conventions of the current rules.  However, I made my army years ago, when tactical squads didn't have missile launchers, so I play with 0 on tac squads, 1 on dev squads.  It makes baby Jesus cry, but somehow the game plays the same way.

Yeah I'm much the same, except I have two on my devs and none on my tacticals.

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 Post subject: Tactical Squad Hvy weapons
PostPosted: Sun Oct 14, 2007 9:48 am 
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(jb1 @ Oct. 13 2007,19:19)
QUOTE
Do you actually use the Heavy weapons figure to get the Heavy weapons attack value?
I've been an avid 1 to 1 scale gamer most of the time. I have this "thing" for representing the actual weapons if you get their value. So my question is this; do you count the heavy weapons vaues for Space Marine squads that don't phsically have one represented? The rules say nothing about it, but I'm sure you get the value if you have one or not...
Whats your view?

My 2 cents worth :-

If you want this represented, add 2x Heavy weapons figures to your Devastator unit and only 1x to the Tacticals (who still get a "missile" shot).

However, as the game deals with Units rather than figures, it is less relevant that 40K from a purely game mechanics viewpoint

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 Post subject: Tactical Squad Hvy weapons
PostPosted: Mon Oct 15, 2007 3:00 pm 
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(Pariah Press @ Oct. 13 2007,19:41)
QUOTE
If I was making my army today, I would certainly follow the conventions of the current rules.  However, I made my army years ago, when tactical squads didn't have missile launchers, so I play with 0 on tac squads, 1 on dev squads.

Mine are the same way, although I do have some Devs with two missile launchers, mounted them on rectangular bases for E40K. I already had plenty of Tacs and did'nt see any point in remounting them.

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 Post subject: Tactical Squad Hvy weapons
PostPosted: Mon Oct 15, 2007 3:05 pm 
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I tend to be slack and not worry about that sort of thing at all.  I try to make my figures look cool and I make it so they can be differentiated from each other but never worry about accurately representing everything like that.  So for me my devs have 2 or more HW and my tacticals have 0-1 heavy weapons.

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